Posts for Flygon


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Warp, right click on the video and select "Show Video Info". Tell us if your PC is performing hardware accelerated video decoding or not. Most people I see that have issues with YouTube don't have hardware based video decoding.
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When it's ported to the 68k, then I'll be even more enthusiastic! :D But, on a more serious note, it's a brilliant proof of concept.
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You do realize that if you were to discriminate the SGB 1 and 2 hardware models, you'd have to discriminate between different models of Mega Drives, right? You'd be surprised how many hardware differences the same console can have.
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These people are nutcases!
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creaothceann wrote:
Kuwaga wrote:
@Flygon: How would it be impossible if you let a modified version of the emulator (or maybe LUA) do it?
You're assuming that hardware sprites are used only for moving objects and hardware BGs for static backgrounds.
Yeah, that's the other problem. It really buggers up some games, such as Sonic 3 and Knuckles. Or Super Mario Bros. games that used sprites as hidden blocks.
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I, myself, would very gladly just blend the sprite layer and that's it. But the problem is is that it's nigh impossible to do when you consider that sprites go behind and on top of the background layer/s at the same time. Even in NES games. Edit:
Kuwaga wrote:
@Flygon: How would it be impossible if you let a modified version of the emulator do it?
Well, the issue is finding emulator authors that'd be willing to do it to my specifications. That, and I'm still having difficulty doing green-screen effects in AviSynth.
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Voted other. Some games look alright with the correction, some just look pretty plain bad. That, and it allows for not scaling games that have a tonne of resolution changes in them. :p
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Kuwaga wrote:
I guess this is just the way bureaucracy works. In that case it would probably be best to offer bribes, disguised as completely unrelated donations, in exchange for encodes that aren't 4:3 then. >__>
Unfortunately, from what I could tell, this just can't work.
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1 and 3 look basically the same. I also reckon they look better and far more natural for the image projected on the TV screen. The stretching on 2 looks awful.
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These poll options are incredibly confusingly worded, so I just chose #2.
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If I wasn't currently stuck in South Australia, I'd be experimenting with this already.
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moozooh wrote:
As such, it is entirely unreasonable to account for every such mistake, so I believe, whatever options we pick, we do have to agree upon the defaults to fall back to. And that would probably require a bit more technical study (as was conducted some time ago by, IIRC, Flygon who proved the Genesis's 320x224 do not become 320x240 on the actual hardware) than what we've been going with.
Just to very briefly elaborate on this, the Mega Drive has screen centering issues (it's always shifted a bit to the right of the screen), making there appear to make a 8 pixel wide border on the left side of the screen at all times for non-modified hardware or television sets that haven't been modified to 'fix' this issue. This is why games such as Shining Force II have a border on the right side of the screen, so that it's not as obvious that the screen is off center. The issue gets even worse with the borders on the top and bottom of the screen, mainly due to being even more dependent on the make and model of the console and television. And honestly, I'm just not going to even poke that barrel. If you want to see a 5 page long thread of technobabble on this specific subject, go poke this forum. One last thing, Master System games do only render at 256*192, but an interesting side effect of this is that there is 16 pixel (approximately) large borders on the top and bottom of the screen for American regions (In Europe, it's around 24 pixels border), basically giving it the same aspect ratio a console outputting a 256*224 image. Most developers didn't really compensate for this, however, probably egged along by the fact that many later Master System games were just ports of Game Gear games (Sonic the Hedgehog comes to mind for being such a scenario where the Game Gear version has unusually skinny or small sprites). This sort of messy situation is why I'm a proponent for per-game aspect ratio correction; discriminate by game, not console. Yeah, my berserk button is aspect ratio correction of Sega based consoles.
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If I played Space Invaders on Visual Boy Advance, would it play the SNES version? :p
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You have my salutes from me. Last time I spent over 10 hours on an art piece, I hated it. :p
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L-Spiro wrote:
*pic* It was drawn with a range of pencils from 2H to 6B and took about 60 hours to draw.
This must have been tool assisted.
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PE gives me nightmares of my Physical Education teacher in High School. I refuse to have TASVideos give me even more work and education related stress.
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Dada wrote:
The sentiment is appreciated, but I'd much rather type 2 letters as opposed to >2. I realize that "SD" isn't exactly accurate, but it's a convenient retronym to distinguish regular encodes from the ones we put up on Youtube. That's okay, though. There's no reason to use it as "official name" for regular encodes. I'd just much rather use simple, universally understood (by encoders) terms when talking with other encoders on IRC.
Agreed. Not much else to add onto this. Sure, it's technically inaccurate, but it's sure as hell an accepted term thrown around by encoders, and everyone knows what it means.
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That, and it looks absolutely awful with moving backgrounds. That's part of the reason I can't make many hybrid blending/decimate encodes. If the game has most of the flicker being in areas with moving backgrounds, it'll just look like a blurred mess (and make it quite obvious when it is blurred and when it isn't).
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Ah nuts, now I can't delete my post. Half of these avatars were drawn by the artist Larvitar, she was going to draw 37 of them but time management issues just caused us to give up. I recommend commissioning her, she's a really nice person. The rest of the images came from other artists (I coloured 0 and 1...). I'd like to get a new set of avatars at some point, using the style of 0. On a related note, you can thank Flacko for almost every single one of my logos featuring the Flurret character. She's a real great reason for the characters success and a brilliant artist. If you have 6 euro's or equal to in alternative currency, please commission her for a logo image. :D
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DEATH TO ALL WATERMELONS!
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I'm also for turning off any aspect "correction". It just makes the videos look awful, and stretched. I'm glad someone other than me has finally had the balls to scream at Grunt about it.
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moozooh wrote:
24 fps is a bad solution. 20 fps is a better one, a flicker-optimized AviSynth frame blending script (that weaves the adjacent frames together with alternating opacity), while not existing yet, is an even better one.
I've actually made videos that have blended sections and 30fps sections in others, but this is incredibly movie dependent. It also has the unusual issue on that if I only wanted to blend a boss fight but not other areas of the game (that has flicker and moving backgrounds, since blending moving backgrounds makes it much more obvious there is a blend rather than a static boss fight background), I'd have to convert the non-blended segments to 24fps (unless they have no flicker) then upscale to 30fps, which introduces even more strobing artifacts. If you ask me, the best solution is to dump the sprites and backgrounds separately, assuming the emulators can be modified to do so according to my required specifications (specifically, I'd need the hidden parts of the sprites to remain hidden in the sprite only dump... something that can't be so easily done with just turning off the background layer). I'm willing to explain to the curious what I mean in depth, if they want. PAL videos are so much easier to encode, I swear.
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The jitter of 24fps also sets me off a bit too, but I think the tradeoff for having the flicker work 'properly' is very much well worth it. And most people don't notice the jitter at all.
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Who encoded these videos?